Commit 2ec188b7 authored by 18신대성's avatar 18신대성

줌인시 도움 UI 구현, 다음 스테이지가 없으면 다음버튼이 안뜨게, 줌인시간 1초로 줄임

parent 860692ba
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......@@ -4,6 +4,8 @@ using UnityEngine;
public class CameraController : MonoBehaviour
{
public GameObject helpUI;
Vector3 dragOrigin;
Vector3 moveOrigin;
public float dragSpeed;
......@@ -109,6 +111,7 @@ public class CameraController : MonoBehaviour
player.head.transform.Find("Head 19").gameObject.layer = LayerMask.NameToLayer("Head");
// Invisible mouse cursor
helpUI.SetActive(true);
Cursor.visible = false;
Cursor.lockState = CursorLockMode.Locked;
}
......@@ -121,6 +124,7 @@ public class CameraController : MonoBehaviour
float startTime = Time.time;
Vector3 posDiff = (previousPos - transform.position) / cameraMoveDuration;
player.laser.SetActive(false);
helpUI.SetActive(false);
GameManager.inst.isZooming = true;
player.anim.SetBool("isShooting", false);
player.head.transform.Find("Head 19").gameObject.layer = LayerMask.NameToLayer("Player");
......
......@@ -19,8 +19,8 @@ public class GameManager : SingletonBehaviour<GameManager>
public CommentUIGenerator commentUIGenerator;
public Image whiteout;
public GameObject clearUI;
public GameObject clearUInextBtn;
public GameObject buttonUIs;
public Text clearUINextText;
[Header("Stage Data")]
public bool isGameOver = false;
......@@ -95,8 +95,8 @@ public class GameManager : SingletonBehaviour<GameManager>
{
if (isPlayerShooting) yield return StartCoroutine(Camera.main.gameObject.GetComponent<CameraController>().ZoomOutFromPlayer(PlayerController.inst.currentPlayer));
yield return null;
clearUINextText.text = StageSelector.nextStage.Replace("_", " - ");
clearUI.SetActive(true);
if (StageSelector.nextStage.Length < 3) clearUInextBtn.SetActive(false);
buttonUIs.SetActive(false);
Debug.Log("Stage Clear!");
......@@ -137,11 +137,13 @@ public class GameManager : SingletonBehaviour<GameManager>
StageSelector.inst.stageIdx++;
if (StageSelector.inst.stageIdxs.Count > StageSelector.inst.stageIdx + 1)
{
StageSelector.nextStage = StageSelector.inst.stageIdxs[StageSelector.inst.stageIdx + 1];
var tempNext = StageSelector.inst.stageIdxs[StageSelector.inst.stageIdx + 1];
if (tempNext[2] == '1') StageSelector.nextStage = "";
else StageSelector.nextStage = tempNext;
}
else
{
StageSelector.nextStage = "1_1";
StageSelector.nextStage = "";
}
StartCoroutine(RestartStage());
......
......@@ -103,13 +103,13 @@ public class Player : MonoBehaviour
public IEnumerator CountPlayerClick(float startTime)
{
float time = Time.time;
float endTime = startTime + 1.5f;
float endTime = startTime + 1f;
aimLight.gameObject.SetActive(true);
while (time <= endTime)
{
yield return null;
aimLight.lightMultiplier += 3 * Time.deltaTime;
aimLight.spotAngle -= 40 * Time.deltaTime;
aimLight.lightMultiplier += 10 * Time.deltaTime;
aimLight.spotAngle -= 60 * Time.deltaTime;
time = Time.time;
if (!Input.GetMouseButton(0))
{
......
......@@ -55,7 +55,7 @@ public class StageSelector : SingletonBehaviour<StageSelector>
var uiText = uiInst.GetComponentInChildren<Text>();
string uiStage = (i + 1) + "_" + (j + 1);
stageIdxs.Add(uiStage);
string nextStage = (j < categoryCounts[i]) ? ((i + 1) + "_" + (j + 2)) : ((i + 2) + "_0");
string nextStage = (j + 1 < categoryCounts[i]) ? ((i + 1) + "_" + (j + 2)) : "";
int _stageidx = stageIdxCounter++;
uiInst.GetComponent<Button>().onClick.AddListener(() => StartSelectedStage(uiStage, nextStage, _stageidx));
uiInst.transform.localPosition = generatePoint;
......
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asyncUploadBufferSize: 16
asyncUploadPersistentBuffer: 1
resolutionScalingFixedDPIFactor: 1
excludedTargetPlatforms: []
excludedTargetPlatforms:
- Standalone
- serializedVersion: 2
name: Medium
pixelLightCount: 1
......@@ -110,7 +111,8 @@ QualitySettings:
asyncUploadBufferSize: 16
asyncUploadPersistentBuffer: 1
resolutionScalingFixedDPIFactor: 1
excludedTargetPlatforms: []
excludedTargetPlatforms:
- Standalone
- serializedVersion: 2
name: High
pixelLightCount: 2
......@@ -145,9 +147,10 @@ QualitySettings:
asyncUploadBufferSize: 16
asyncUploadPersistentBuffer: 1
resolutionScalingFixedDPIFactor: 1
excludedTargetPlatforms: []
excludedTargetPlatforms:
- Standalone
- serializedVersion: 2
name: Very High
name: Recommend
pixelLightCount: 3
shadows: 2
shadowResolution: 2
......
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